/* This is a simple mission using precisely placed loot crates and infantry, static weapons and vehicle patrols. See the accompanying example mission in the exampleMission folder to get an idea how I laid this out. Note that I laid out the mission in EDEN editor, exported the mission using the exportAll function of M3EDEN editor. then copied, pasted and apporpriately edidet the specific categories of items to be spawned. */ private ["_markerLabel","_endMsg","_startMsg","_lootCounts","_crateLoot","_markerMissionName","_missionLandscapeMode","_missionLandscape", "_missionLootBoxes","_missionLootVehicles","_missionEmplacedWeapons","_minNoAI","_maxNoAI","_noAIGroups","_noVehiclePatrols","_noEmplacedWeapons", "_chancePara","_helipatrol","_endCondition","_markerColor","_markerType","_useMines","_difficulty","_missionCenter", "_missionGroups","_scubaGroupParameters","_vehiclePatrolParameters","_submarinePatrolParameters","_aircraftTypes","_noAirPatrols","_airPatrols", "_vests","_backpacks","_weaponList","_sideArms","_uniforms","_headGear","_chanceHeliPatrol","_noChoppers","_chancePara","_missionHelis","_noPara", "_chanceLoot","_paraTriggerDistance","_paraLoot","_paraLootCounts"]; params["_missionCenter","_mission"]; //_mission = "UMS mission example #2"; // Included for additional documentation. Not intended to be spawned as a mission per se. //_missionCenter = [22584.9,15304.8,0]; // I pulled this from the position of the marker. _aiDifficultyLevel = "red"; // Skill level of AI (blue, red, green etc) //diag_log format["[blckeagls UMS missions] STARTED initializing dynamic mission %1 position at %2 difficulty %3",_mission,_missionCenter,_difficulty]; //_crateLoot = GMS_BoxLoot_Orange; // You can use a customized _crateLoot configuration by defining an array here. It must follow the following format shown for a hypothetical loot array called _customLootArray /* _customLootArray = // Loot is grouped as [weapons],[magazines],[items] in order to be able to use the correct function to load the item into the crate later on. // Each item consist of the following information ["ItemName",minNum, maxNum] where min is the smallest number added and min+max is the largest number added. [ [// Weapons ["srifle_DMR_06_olive_F","20Rnd_762x51_Mag"] ], [//Magazines ["10Rnd_93x64_DMR_05_Mag" ,1,5] ], [ // Optics ["optic_KHS_tan",1,3] ], [// Materials and supplies ["Exile_Item_MetalScrews",3,10] // ], [//Items ["Exile_Item_MountainDupe",1,3] ], [ // Backpacks ["B_OutdoorPack_tan",1,2] ] ]; */ _isScubaMission = true; // This tells the mission spawner to search for a location on the water near a shore rather than on land. _crateLoot = GMS_BoxLoot_Red; _lootCounts = [3,5,2,3,6,1]; //_lootCounts = GMS_lootCountsRed; // You can use a customized set of loot counts or one that is predefined but it must follow the following format: // values are: number of things from the weapons, magazines, optics, materials(cinder etc), items (food etc) and backpacks arrays to add, respectively. // GMS_lootCountsOrange = [[6,8],[24,32],[5,10],[25,35],16,1]; // Orange _startMsg = "Pirates were spotted off the coast - intercept them and collect the loot"; _endMsg = "The pirates were defeated"; _markerLabel = ""; // No Longer Used by the mission spawner //_markerType = ["ellipse",[200,200],"GRID"]; // An alternative would be: _markerType = ["mil_triangle",[0,0]]; // You can replace mil_triangle with any other valid Arma 3 marker type https://community.bistudio.com/wiki/cfgMarkers _markerColor = "ColorRed"; // This can be any valid Arma Marker Color _markerMissionName = "Mafia Fishermen"; _missionLandscapeMode = "precise"; // acceptable values are "random","precise" // In precise mode objects will be spawned at the relative positions specified. // In the random mode, objects will be randomly spawned within the mission area. _missionLandscape = [ // Paste appropriate lines from M3EDEN output here. ["Land_Boat_05_wreck_F",[1,2,0],0,[false,false]] ]; // list of objects to spawn as landscape using output from M3EDEN editor. _missionSurfaceWrecks = [ //["Land_Boat_05_wreck_F",[1,1,0],0,[false,false]] // [false, false] here refers to enableSimulation / enableDamage ]; _missionLootBoxes = [ // Paste appropriate lines from M3EDEN editor output here, then add the appropriate lootArray // [["box_classname1",_customLootArray1,[px,py,pz],...,_customLootArray1],["box_classname2",,[px2,py2,pz2],...,_customLootArray2] // where _customLootArray follows the same format as GMS_BoxLoot_Red and the other pre-defined arrays and // where _customlootcountsarray1 also follows the same format as the predefined arrays like GMS_lootCountsRed // ["Box_NATO_Ammo_F",[22893,16766.8,6.31652],[[0,1,0],[0,0,1]],[true,false], _crateLoot, _lootCounts], [selectRandom GMS_UMS_crates,[-1,-1,0],_crateLoot, _lootCounts] ]; // If this array is empty a single loot chest will be added at the center. If you add items loot chest(s) will be spawned in specific positions. _missionLootVehicles = [ // Paste appropriate lines from the output of M3EDEN Editor here and add the loot crate type and loot counts at the end of each entry as shown in the example below. // Many vehicles have less inventory capacity than crates so you may have to modify _lootcounts to avoid having stuff spawned all over the ground. ["I_Boat_Transport_01_F",[3,3,0],0,_crateLoot, _lootCounts] ]; // [ ["vehicleClassName", [px, py, pz] /* possition at which to spawn*/, _loot /* pointer to array of loot (see below)]; // When blank nothing is spawned. // You can use the same format used for _missionLootBoxes to add vehicles with/without loot. _minNoAI = 4; // Modify as needed _maxNoAI = 6; // Modify as needed. _noAIGroups = 2; // Modify as needed; note that these values are ignored of you specify AI patrols in the array below. _missionGroups = [ // Intended to be land-based units or units manning some sort of above-water structure. // position relative to center, difficulty, no AI, minRadius, maxRadius // [[1,-1,-1],2,3,"red", 5,10] ]; _scubaGroupParameters = [ // Scuba units. [[-10.9121,-10.9824,-1.20243],2,3,"red",5,12], [[-2,2,-1],2,3,"red", 5,10], [[2,-2,-1],2,3,"red", 5,10] ]; //_noVehiclePatrols = GMS_SpawnVeh_Red; // Not useful for marine missions which we assume need pre-defined positions for vehicles. // These are surface patrols. _missionPatrolVehicles = [ ["B_Boat_Armed_01_minigun_F",[2,2,0],0] ]; //[ ["vehicleClassName",[px,py,pz] /* center of patrol area */, difficulty /* blue, red etc*/, patrol radius] ] // When this array is empty, vehicle patrols will be scattered randomely around the mission. // Allows you to define the location of the center of the patrol, vehicle type spawned, radius to patrol, and AI difficulty (blue, red, green etc). _submarinePatrolParameters = [ ["B_SDV_01_F",[-2,-2,-1.5],0] ]; _missionemplacedweapons = [ ]; _aircraftTypes = GMS_patrolHelisRed; // You can use one of the pre-defined lists in GMS_configs or your own custom array. _noAirPatrols = GMS_noPatrolHelisRed; // You can use one of the pre-defined values or a custom one. acceptable values are integers (1,2,3) or a range such as [2,4]; // Note: this value is ignored if you specify air patrols in the array below. _airPatrols = [ [selectRandom GMS_patrolHelisRed,[0,0,10],0] ]; // Change _useMines to true/false below to enable mission-specific settings. _useMines = false; // Set to false if you have vehicles patrolling nearby. _useMines = GMS_useMines; /* The values below are here as placeholders. I recommend that you use the arrays above to define approximate number and spawn location of all AI units. */ _minNoAI = GMS_MinAI_Blue; _maxNoAI = GMS_MaxAI_Blue; _noAIGroups = GMS_AIGrps_Blue; _noVehiclePatrols = GMS_SpawnVeh_Blue; _noEmplacedWeapons = GMS_SpawnEmplaced_Blue; // Pertains to AI on boats, structures or land // The UMS configurations are used for sub and scuba AI. _umsUniforms = GMS_UMS_uniforms; _umsHeadgear = GMS_UMS_headgear; _umsWeapons = GMS_UMS_weapons; _umsVests = GMS_UMS_vests; _spawnCratesTiming = "atMissionSpawnGround"; // Choices: "atMissionSpawnGround","atMissionEndGround","atMissionEndAir". // Crates spawned in the air will be spawned at mission center or the position(s) defined in the mission file and dropped under a parachute. // This sets the default value but can be overridden by defining _spawnCrateTiming in the file defining a particular mission. _loadCratesTiming = "atMissionSpawn"; // valid choices are "atMissionCompletion" and "atMissionSpawn"; // Pertains only to crates spawned at mission spawn. // This sets the default but can be overridden for specific missions by defining _loadCratesTiming // Examples: // To spawn crates at mission start loaded with gear set GMS_spawnCratesTiming = "atMissionSpawnGround" && GMS_loadCratesTiming = "atMissionSpawn" // To spawn crates at mission start but load gear only after the mission is completed set GMS_spawnCratesTiming = "atMissionSpawnGround" && GMS_loadCratesTiming = "atMissionCompletion" // To spawn crates on the ground at mission completion set GMS_spawnCratesTiming = "atMissionEndGround" // Note that a loaded crate will be spawned. // To spawn crates in the air and drop them by chutes set GMS_spawnCratesTiming = "atMissionEndAir" // Note that a loaded crate will be spawned. _endCondition = playerNear; // Options are allUnitsKilled, playerNear, allKilledOrPlayerNear _chanceHeliPatrol = GMS_chanceHeliPatrolBlue; // Setting this in the mission file overrides the defaults _noChoppers = GMS_noPatrolHelisBlue; _missionHelis = GMS_patrolHelisBlue; //_chancePara = GMS_chanceParaBlue; // Setting this in the mission file overrides the defaults //_noPara = 3; // Setting this in the mission file overrides the defaults //_paraTriggerDistance = 400; // Distance from mission at which a player triggers these reinforcements and any supplemental loot. // To have paras spawn at the time the mission spawns with/without accompanying loot set this to 0. //_paraSkill = "red"; // Choose any skill you like; bump up skill or add AI to justify more valuable loot. //_paraLoot = GMS_BoxLoot_Blue; //_paraLootCounts = GMS_lootCountsRed; // Throw in something more exotic than found at a normal blue mission. //#include "\GMS\Missions\UMS\GMS_fnc_spawnDynamicUMSMission.sqf"; #include "\GMS\Compiles\Missions\GMS_fnc_missionSpawner.sqf";